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DeepSpace Ships OXP - Official Thread

Discussion and information relevant to creating special missions, new ships, skins etc.

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Re: DeepSpace Ships OXP - Official Thread

Post by CaptSolo »

Cody wrote:
Very nice - back on the dark side, eh Solo?
Touché, amigo. Just trying to be helpful sucked me back in again.
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Re: DeepSpace Ships OXP - Official Thread

Post by Smivs »

CaptSolo wrote:
Cody wrote:
Very nice - back on the dark side, eh Solo?
Touché, amigo. Just trying to be helpful sucked me back in again.
Ah, that's where the cookies have been going!
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Re: DeepSpace Ships OXP - Official Thread

Post by Keeper »

CaptSolo wrote:
Now making shady DeepSpace Ships... diffuse, specular, normal and effects maps, using the fragment shader provided by Jens for Griff's Adder.
Lovely, metallic shininess!
I had used that shader originally in the Staer9 updates, but then I noticed that it doesn't react to sun colour, so the ships look a bit out of place as other ships will be lit slightly red or blue (depending on the system's sun), but the ships with this shader always are lit with white light. I switched to a modified Griff shader (cutting out bits I didn't need) for the most recent version. I'd recommend doing something similar rather than continuing to use that older shader.
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Re: DeepSpace Ships OXP - Official Thread

Post by CaptSolo »

Hi Keeper. I will take have to take a look at your modified shader. Thanks.
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Re: DeepSpace Ships OXP - Official Thread

Post by CaptSolo »

I grabbed your modified shader from the 1.2 version of Staer9's Shipset. Unfortunately, it doesn't work as well on the hardware I use to test stuff on. It may be the GPU, an Intel HD chipset. Your shader rendered specular intensity and normal mapping, but the engine and laser glowing effects were absent, and the random tinting of the diffuse texture also appeared to be absent. The texture mapping scheme and materials in shipdata.plist is identical to yours.

Here is the new Rock Hermit for Shady DeepSpaceShips. Full credit will be given to Killer Wolf for the asteroid, docking tunnel and bay models and textures for Commander McLanes [wiki]Anarchies OXP[/wiki].
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Re: DeepSpace Ships OXP - Official Thread

Post by Keeper »

CaptSolo wrote:
I grabbed your modified shader from the 1.2 version of Staer9's Shipset. Unfortunately, it doesn't work as well on the hardware I use to test stuff on. It may be the GPU, an Intel HD chipset. Your shader rendered specular intensity and normal mapping, but the engine and laser glowing effects were absent, and the random tinting of the diffuse texture also appeared to be absent. The texture mapping scheme and materials in shipdata.plist is identical to yours.
Ah, but are the textures split up the same way? My laptop also has an Intel GPU, so it should work (it does in the Staer9 set, right?). You might also want to check that you have the following lines (with correct capitalization):

Code: Select all

"hull_heat_level" = hullHeatLevel;
"laser_heat_level" = laserHeatLevel;
"engine_power" = speedFactor;
PaintColor1 = { type = "randomUnitVector"; scale = 0.6; } ;
Each shader may call these things by different names, so you need to use the right names for the shader. The shader you used (at least in your Copperhead and Shuriken), for example, calls these "uHullHeatLevel" instead of "hull_heat_level" etc. So if you didn't change the names to match the new shader, of course the weapon glow, engine glow, and random coloring wouldn't work. A quick search & replace may be in order.
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Re: DeepSpace Ships OXP - Official Thread

Post by CaptSolo »

Right, I see what you mean. The uniforms use a different nomenclature. I will do as you suggested and test again.

edited to add: I replaced the naming for the uniform declarations in materials. Result: Works great! I may want to back off a bit on the scale factor for PaintColor1 though.
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Re: DeepSpace Ships OXP - Official Thread

Post by CaptSolo »

Shady DeepSpace Ships version 1.1 for Oolite 1.71 and version 1.15 for Oolite 1.79 development is ready for download and expanded testing.

Download links at the official Deepspace Ships OXP page:
Deepspace Ships

Image
A Krait, Mamba, and Gecko escorting a Boa Class Cruiser and preparing to dock.
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Re: DeepSpace Ships OXP - Official Thread

Post by The Griffin GT »

Hi CaptSolo, Thanks for taking the time to create and update this excellent oxp, I really enjoy seeing the Deepspace ships in game they look great. Unfortunately I have run into a problem when updating.
I'm using Oolite 1.77. I removed the old DeepSpaceShip.oxp and added the Shady_DSS_Resources.oxp (1.1) and the Shady_DSS_Addition.oxp (1.1) but the DSS ships don't show up and I get this error in the log:

Code: Select all

02:30:07.567 [shipData.load.begin]: Loading ship data.
02:30:07.833 [plist.parse.failed]: Failed to parse ../AddOns/Shady_DSS_Addition.oxp/Config/shipdata.plist as a property list.
Parse failed at line 3891 (char 109692) - unexpected character (wanted '=')
02:30:21.357 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_ferdelance-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_anaconda-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_boa-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_python-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_asp-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_adder-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_moray-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_morayMED-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_cobramk1-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_boa-mk2-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.359 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_cobra3-player" does not have a corresponding shipdata.plist entry, ignoring.
Hopefully it's an easy fix :)
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Re: DeepSpace Ships OXP - Official Thread

Post by Diziet Sma »

The Griffin GT wrote:
I'm using Oolite 1.77.
I'd suggest you update to Oolite 1.77.1. It has a lot of bugfixes for 1.77. :wink:
Most games have some sort of paddling-pool-and-water-wings beginning to ease you in: Oolite takes the rather more Darwinian approach of heaving you straight into the ocean, often with a brick or two in your pockets for luck. ~ Disembodied
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Re: DeepSpace Ships OXP - Official Thread

Post by CaptSolo »

The Griffin GT wrote:
Hi CaptSolo, Thanks for taking the time to create and update this excellent oxp, I really enjoy seeing the Deepspace ships in game they look great. Unfortunately I have run into a problem when updating.
I'm using Oolite 1.77. I removed the old DeepSpaceShip.oxp and added the Shady_DSS_Resources.oxp (1.1) and the Shady_DSS_Addition.oxp (1.1) but the DSS ships don't show up and I get this error in the log:

Code: Select all

02:30:07.567 [shipData.load.begin]: Loading ship data.
02:30:07.833 [plist.parse.failed]: Failed to parse ../AddOns/Shady_DSS_Addition.oxp/Config/shipdata.plist as a property list.
Parse failed at line 3891 (char 109692) - unexpected character (wanted '=')
02:30:21.357 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_ferdelance-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_anaconda-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_boa-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_python-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_asp-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_adder-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_moray-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_morayMED-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_cobramk1-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.358 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_boa-mk2-player" does not have a corresponding shipdata.plist entry, ignoring.
02:30:21.359 [shipData.load.shipyard.unknown]: ----- WARNING: the shipyard.plist entry "deepspace1_cobra3-player" does not have a corresponding shipdata.plist entry, ignoring.
Hopefully it's an easy fix :)
Yes it is and I had fixed it, but like a fine idiot, I did not move the fixed shipdata.plist file to the repository for archiving. Please accept my apology and I believe if you re-download the Addition Config file, all should be well. Just so you know, the Addition Shipset will not show in the startup parade, unless you would like that feature added.
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Re: DeepSpace Ships OXP - Official Thread

Post by The Griffin GT »

Diziet Sma wrote:
The Griffin GT wrote:
I'm using Oolite 1.77.
I'd suggest you update to Oolite 1.77.1. It has a lot of bugfixes for 1.77. :wink:
Thanks for the tip Diziet Sma, I'm actually using 1.77.1 but forgot to add the .1, So much for me giving precise information heh :oops:

CaptSolo wrote:

Yes it is and I had fixed it, but like a fine idiot, I did not move the fixed shipdata.plist file to the repository for archiving. Please accept my apology and I believe if you re-download the Addition Config file, all should be well. Just so you know, the Addition Shipset will not show in the startup parade, unless you would like that feature added.
No apology needed :) I've updated and its all working splendidly and looking great, Thanks! :D
As for adding your ships to the demo/startup ships, I would very much like you to add that feature, it doesn't feel right not seeing the DSS Cobby when I start the game. :)
Transfer of data is complete.
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Re: DeepSpace Ships OXP - Official Thread

Post by Cholmondely »

CaptSolo wrote: Fri May 16, 2014 6:21 pm
Shady DeepSpace Ships version 1.1 for Oolite 1.71 and version 1.15 for Oolite 1.79 development is ready for download and expanded testing.

Download links at the official Deepspace Ships OXP page:
Deepspace Ships

Image
A Krait, Mamba, and Gecko escorting a Boa Class Cruiser and preparing to dock.
CaptSolo,

Thank you for updating these!

Question: PAGroove talks below about "backgrounds" for stations. Am I correct in presuming that he refers to a graphic of the station interior, or is he talking about the external textures? (I can't seem to find Deepspace's original oxp's, hence my question.)
pagroove wrote: Sat Oct 10, 2009 12:58 am
Lestradae wrote:
And if they were dockable, a mission screen could appear, with Pangloss' nice pic as a background :D

Perhaps there would also be trading opportunities with a generation ship, if you docked?

I assume it would be easy to script this, and even make sense, and be very cool ...

McLane? 8)

L
Yes that would be very cool. Also are backgrounds now possible? There was a discussion on this topic a while ago in the suggestion box. Then also the very good backgrounds for the station from Deepspace could be applied.
Comments wanted:
Missing OXPs? What do you think is missing?
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Re: DeepSpace Ships OXP - Official Thread

Post by CaptSolo »

Cholmondely wrote: Wed Jan 05, 2022 10:57 am
Question: PAGroove talks below about "backgrounds" for stations. Am I correct in presuming that he refers to a graphic of the station interior, or is he talking about the external textures?
I'm not sure what PAGroove is referring to in regard to "backgrounds", but do know it has nothing to do with station interiors.
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Re: DeepSpace Ships OXP - Official Thread

Post by CaptSolo »

I've gone retro, back to low-poly original models and Deepspace's ship set. Tweaked textures and new shader files to add decals to the hulls.
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